Work-in-progress / development repo for an "OpenGFX v2". Or maybe that should be "OpenGFX director's edition", "refactored OpenGFX", or perhaps "OpenGFX extra zoom" or "OpenGFX 32bpp". Or some combination of all of them.
Partly derived directly from OpenGFX, partly redrawn or revised from my original 32bpp sources. Almost all sprites have been updated or revised.
Features far better organisation of sprites. Extensive use of automated composite sprite generation. Drawn and coded with extra zoom levels and 32bpp in mind.
Requires git lfs
for large file handling.
Requires a system which can run bash
shell scripts, python3
with PIL
, blend-modes
, numpy
and nmlc
.
Clone the repository and run make_all.sh
, it will take a long time...
The built baseset will be in baseset/
, called opengfx2.tar
.
The build newgrf(s) will be in newgrf/
.
Install the baseset by copying opengfx2.tar
into the baseset
directory for your OpenTTD installation.
Install the newgrfs by copying each .grf
file into the newgrf
directory for your OpenTTD installation.
To set as the base graphics set, go to Game Options>(Graphics)>Base Graphics
Set and select OpenGFX2
.
To set OpenGFX2 settings, go to NewGRF Settings
, find OpenGFX2 Settings
and add to Active NewGRF files
. Then, select OpenGFX2 Settings
in the Active NewGRF files list
and select Set parameters
then adjust the settings. This is a bit of a hack, and will hopefully change in the future.
Install other NewGRFs as normal using NewGRF settings
.
Image processing makes a bunch of intermediate files, particularly *_8bpp.png
and things in pygen
directories.
Files used by python
are .png
files, but those may be derived from other sources. Raw raw sprites wre variously drawn\generated in Paint.NET, Aseprite, Blender and more.